1.圓球
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidSphere(0.3, 30, 30);
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutMainLoop();
}
2.網狀球體
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutWireSphere(0.3, 12, 5);//半徑、縱切、橫切
glutSwapBuffers();
}
void timer(int t)
{
glClearColor( 1,0,0,0);
display();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutTimerFunc( 4000, timer, 0);
glutMainLoop();
}
3.定時旋轉方塊
#include <GL/glut.h>
int angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glutWireSphere(0.3, 12, 5);//半徑、縱切、橫切
glPushMatrix();
glRotatef(angle, 0,0,1);
glutSolidCube(0.3);
glPopMatrix();
glutSwapBuffers();
}
void timer(int t)
{
glutTimerFunc( 30, timer, t+1);
angle++;
display();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutTimerFunc( 4000, timer, 0);
glutMainLoop();
}
4.重複旋轉方塊
#include <GL/glut.h>
int angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glutWireSphere(0.3, 12, 5);//半徑、縱切、橫切
glPushMatrix();
glRotatef(angle, 0,0,1);
glutSolidCube(0.3);
glPopMatrix();
glutSwapBuffers();
}
int diff = 2;
void timer(int t)
{
glutTimerFunc( 20, timer, t+1);
angle+=diff;
if( angle > 180) diff = -diff;
if( angle < 0) diff = -diff;
display();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutTimerFunc( 4000, timer, 0);
glutMainLoop();
}
5.直接重複選轉方塊
#include <GL/glut.h>
int angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glutWireSphere(0.3, 12, 5);//半徑、縱切、橫切
glPushMatrix();
glRotatef(angle, 0,0,1);
glutSolidCube(0.3);
glPopMatrix();
glutSwapBuffers();
}
int diff = 2;
void timer(int t)
{
glutTimerFunc( 20, timer, t+1);
angle+=diff;
if( angle > 90 || angle < 0) diff = -diff;
display();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutTimerFunc( 0, timer, 0);
glutMainLoop();
}
6.選轉方塊手臂
#include <GL/glut.h>
int angle = 0;
void drawArm1()
{
glPushMatrix();
glScalef(1, 0.5, 0.5);
glColor3f(1,0,0); glutSolidCube(0.3);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glutWireSphere(0.3, 12, 5);//半徑、縱切、橫切
glPushMatrix();
glColor3f(1,1,1); glutSolidCube(0.4);//身體白
glPushMatrix();
glTranslatef(-0.2, +0.2, 0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.15, 0, 0);
drawArm1();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int diff = 2;
void timer(int t)
{
glutTimerFunc( 20, timer, t+1);
angle+=diff;
if( angle > 90 || angle < 0) diff = -diff;
display();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14");
glutDisplayFunc(display);
glutTimerFunc( 0, timer, 0);
glutMainLoop();
}
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